[oden][game] Draw the world
This involved basically a giant rewrite of the renderer because I now need to share the vertex buffer across textures and it is *a lot* let me tell you. There's like a vertical seam which I don't understand yet.
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141
game/level.ts
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141
game/level.ts
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// NOTE: It's super not clear how much of this should be in rust vs
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// javascript. Dealing with the level code is really nice in javascript
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// but there's a bunch of weird stuff that really feels lower level.
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import { load_texture } from "./assets";
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import { Texture, print, spr, use_texture } from "./graphics";
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import { load_string } from "./io";
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// TODO: Use io-ts? YIKES.
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export type Tile = {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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};
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export type TileLayer = {
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type: "tile";
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texture: Texture;
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grid_size: number;
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offset: [number, number];
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tiles: Tile[];
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};
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export type Layer = TileLayer;
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export type Level = {
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world_x: number;
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world_y: number;
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width: number;
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height: number;
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layers: Layer[];
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};
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export type TileSet = { id: number; texture: Texture };
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export type World = { levels: Level[]; tilesets: Map<number, TileSet> };
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async function load_tileset(def: {
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uid: number;
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relPath: string;
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}): Promise<TileSet> {
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let relPath = def.relPath as string;
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if (relPath.endsWith(".aseprite")) {
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// Whoops let's load the export instead?
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relPath = relPath.substring(0, relPath.length - 8) + "png";
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}
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let texture = await load_texture(relPath);
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print("Loaded tileset", def.uid, "from", relPath, "as ID", texture.id());
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return { id: def.uid, texture };
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}
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function load_level(
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tile_sets: Map<number, TileSet>,
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def: {
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worldX: number;
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worldY: number;
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pxWid: number;
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pxHei: number;
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layerInstances: {
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__gridSize: number;
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__pxTotalOffsetX: number;
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__pxTotalOffsetY: number;
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__tilesetDefUid: number;
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gridTiles: {
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px: [number, number];
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src: [number, number];
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f: number;
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t: number;
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a: number;
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}[];
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}[];
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}
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): Level {
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return {
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world_x: def.worldX,
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world_y: def.worldY,
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width: def.pxWid,
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height: def.pxHei,
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layers: def.layerInstances.map((li) => {
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const tileset = tile_sets.get(li.__tilesetDefUid);
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if (!tileset) {
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throw new Error("Unable to find texture!!! " + li.__tilesetDefUid);
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}
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return {
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type: "tile",
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texture: tileset.texture,
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grid_size: li.__gridSize,
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offset: [li.__pxTotalOffsetX, li.__pxTotalOffsetY],
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tiles: li.gridTiles,
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};
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}),
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};
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}
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export async function load_world(path: string): Promise<World> {
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print("Loading map:", path);
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const blob = await load_string(path);
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const map = JSON.parse(blob);
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const tilesets = new Map<number, TileSet>();
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let loaded_tilesets = await Promise.all(
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map.defs.tilesets
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.filter((def: any) => def.relPath != null)
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.map((def: any) => load_tileset(def))
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);
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for (const ts of loaded_tilesets) {
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tilesets.set(ts.id, ts);
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}
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const levels = map.levels.map((l: any) => load_level(tilesets, l));
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return { levels, tilesets };
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}
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export function draw_level(
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level: Level,
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offset_x: number = 0,
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offset_y: number = 0
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) {
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for (const layer of level.layers) {
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use_texture(layer.texture);
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let [ofx, ofy] = layer.offset;
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ofx += offset_x;
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ofy += offset_y;
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for (const tile of layer.tiles) {
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// TODO: Flip and whatnot.
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spr(
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tile.px[0] + ofx,
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tile.px[1] + ofy,
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layer.grid_size,
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layer.grid_size,
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tile.src[0],
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tile.src[1]
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);
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}
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}
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}
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26
game/main.ts
26
game/main.ts
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@ -2,8 +2,8 @@ import { cls, print, spr, use_texture, Texture } from "./graphics";
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import { load_texture } from "./assets";
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import { since_start } from "./time";
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import { btn, Button } from "./input";
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// import { load_string } from "./io";
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import { new_v2, vadd, vmul, vnorm } from "./vector";
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import { load_world, World, Level, draw_level } from "./level";
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/// TODO: Support reload by saving and restoring state from init/update/restore.
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@ -11,6 +11,8 @@ import { new_v2, vadd, vmul, vnorm } from "./vector";
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let clock = 0;
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let bot_sprite: Texture | undefined = undefined;
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let world: World | undefined = undefined;
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let level: Level | undefined = undefined;
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// Note zelda overworld is 16x8 screens
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// zelda screen is 16x11 tiles
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@ -18,13 +20,6 @@ let bot_sprite: Texture | undefined = undefined;
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let loaded = false;
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async function load_map(path: string) {
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// print("Loading map:", path);
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// const blob = await load_string(path);
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// const map = JSON.parse(blob);
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// print("Loaded map:", map);
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}
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function load_assets() {
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// Start this load, but then...
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let texture_load = load_texture("./bot.png").then((n) => {
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@ -32,7 +27,16 @@ function load_assets() {
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bot_sprite = n;
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});
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let map_load = load_map("./overworld.ldtk");
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let map_load = load_world("./overworld.ldtk").then((w) => {
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print("World loaded at", since_start());
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world = w;
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// Assume we start at 0,0
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level = world.levels.find((l) => l.world_x == 0 && l.world_y == 0);
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if (!level) {
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throw new Error("UNABLE TO FIND LEVEL AT 0,0: CANNOT START");
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}
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});
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Promise.all([texture_load, map_load]).then(() => {
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loaded = true;
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@ -106,6 +110,10 @@ export function draw() {
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return;
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}
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if (level != undefined) {
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draw_level(level, 0, 0);
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}
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if (bot_sprite != undefined) {
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// ...it gets resolved here?
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use_texture(bot_sprite);
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game/overworld.aseprite
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game/overworld.aseprite
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game/overworld.png
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game/overworld.png
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